Flynn
First Post
Arkhandus said:Question: Do other classes get an AC bonus like this, as with all D20 Modern classes?
Oh, yeah.

Hope that helps,
Flynn
Arkhandus said:Question: Do other classes get an AC bonus like this, as with all D20 Modern classes?
Arkhandus said:Question: What happens then if someone grows up a peasant farmer, then gets conscripted into the military by his local Lord, and over time becomes a military regular, a professional soldier? Or when a rogue gives up his wicked ways and joins a respectable wizard's academy to put his wits to good use? Or when a middle-aged samurai retires to life in a monastery, practicing martial arts and scholarly pursuits? Or any other time when an individual changes his/her path in life and tries to pursue a different trade/whatever?
Arkhandus said:Another question: does Shield Proficiency in your campaign include tower shields? And if not, has the Tower Shield Proficiency feat been added to your Fighter's bonus feat list? Cuz if anyone should be able to learn to use a tower shield without having to waste one of their precious few normal feat slots, it would be Fighters.
Arkhandus said:This needs clarification. Must they declare use at the time they learn their ally is stricken, or can it be after they learn how much damage their ally would have taken (and thus, whether or not it would've killed or KO'd the ally)? Your wording in the beginning and middle parts of the description are kinda contradictory and thus leave it uncertain.
Arkhandus said:I would at least add a restriction that this War Talent does not stack with any other class' abilities by the same name. Ergo, if a Fighter multiclasses into Duelist later, they would use whichever Canny Defense ability granted the higher bonus, rather than stacking them.
Arkhandus said:Since you're using D20 Modern's class defense bonus, you should recognize the fact that getting to stack lots of AC bonuses together is a Bad Thing when several of those can be quite high (like your Fighter's class defense bonus). D20 Modern itself has far fewer sources of AC/Defense than D&D 3E does (even if using FX in the game, they have a smaller range of FX items and smaller bonuses on some stuff).
Arkhandus said:I'd limit this to 5 copies at maximum, or 3 copies like in D20 Modern. Regdar the upper-level human Fighter probably shouldn't be bending/snapping adamantine jail cell bars with his bare hands, however unlikely it is that anyone would find a lot of good uses for such inhuman Strength checks. Though, if you limit it to 3 copies, it might be balanced with a +3 bonus per copy instead of +2, given its limited usefulness most of the time.
Arkhandus said:Similarly, this should be limited to maybe 5 copies at maximum, or perhaps 3 copies. 10 copies would allow a Fighter to chop adamantine objects in half pretty easily, while 5 copies would still be a large boon to those who like to break things but wouldn't necessarily be too powerful.
Arkhandus said:I would make it an effective +3 Strength for carrying capacities instead of +2. Also, I think you need to note whether or not this affects pushing/pulling capacities. And again limit it to 5 copies, cuz it would be wierd for a high-level but low-strength (archery and weapon finesse oriented) Halfling Fighter to be lugging around dead ogres on his back.
Arkhandus said:Waaaaaay too good. Initiative can be quite important for multiclassed rogue-types and caster-types, as well as any kind of high-level character. Limit this to 3 copies at most, and add a prerequisite of, like, 4 Fighter levels per copy (so 4th-level minimum to gain 1 copy, 8th minimum to gain a 2nd copy, and 12th minimum to gain a 3rd copy). This is better than the Duelist prestige class' ability, and 10 copies for +20 Initiative would be scary, especially with Improved Initiative and good Dexterity. Heck, 5 copies with a multiclassed Fighter 9/Rogue 11 could be sick.
Arkhandus said:This ability essentially makes the other few save-increasing War Talents comparatively sucky and worthless for a while (and far less cost efficient).
Arkhandus said:This is effectively the same as giving them Great Fortitude, Iron Will, and Lightning Reflexes all at once, except that it stacks with those feats and there are just a few things it won't apply against. Generally just some poisons (works against the Poison spell though), some diseases (works against the Contagion spell though), and Stunning Fist, plus maybe the occasional minor thing.
Arkhandus said:Reduce the bonus to +1.
Arkhandus said:I'm not sure there's any way to make this balanced. So essentially it's like the Leadership feat, but stacks with that feat, and is much more vague, mentions no limits or possible difficulties in raising such a force, has no limits on how many such fighting forces he or she can gather and keep around, says nothing about what kind of a fighting force this is (warriors, fighters, whatever; 1st-level folks, 5th-level folks, a mix of stuff; same race, different races, same alignment, mixed alignments, same cause/affiliation, different causes/affiliations, allied lands, enemies' lands, etc.), and is basically just terribly vague and open to both rampant abuse and harsh adjudication.
Arkhandus said:I'm not even sure there's any reason for this ability to be there. Why not just add Leadership to the list of Fighter bonus feat options if you want them to be capable of gathering a force of allied warriors?
Arkhandus said:I would raise the prerequisite to 9th-level Fighter or so. Depends a little bit on whether or not you change the description to also apply against effects that allow a Fortitude save to negate. If not, then it may be fine at 5th-level Fighter as a prerequisite.
Arkhandus said:I noticed some other strange differences in your version of Mettle. It says it applies only against stuff with a Fortitude save for partial damage or effect. Normally, Mettle applies against stuff that allows a Fortitude save or a Will save for partial effect or no effect. I'm not sure if this is intentional on your part or not (it does seem intentional that you left out Will saves, but I'm not sure about the rest).
Arkhandus said:Limit this like in D20 Modern. 3 or 5 copies at maximum. Also, should probably be limited to affecting melee damage with weapons, unarmed strikes, natural weapons, and grapple checks (so as not to affect stuff like Shocking Grasp from a multiclassed fellow, which would be kinda wierd when you can't hit stuff harder when you're just tapping them with an electrified finger).
Arkhandus said:This may or may not be too strong, depending on what kinda action points you're using (frex, D20 Modern's action point rules/allotment are different from Eberron's and others, for instance). I dunno, may be alright even if you get a bundle of AP each level, maybe.
No it's not. If a game mechanic is broken then it's always broken. If it's not broken then it's not broken. This "conditional brokenness" you're implying simply doesn't exist. It's founded on the assumption that certain mechanics cease being broken because at a certain level the entire game is broken. That's a flaw in the game, not an excuse to save certain mechanics for higher levels.Arkhandus said:That is a false statement, I'm afraid.
You seem to be contradicting yourself here. First, large AC boosts are are okay at high levels because attacks outstrip defenses pretty rapidly. Then you imply that the attacks won't outstrip the defenses. Which is it?Arkhandus said:The higher level you get, the more disproportionately high attack bonuses are compared to most folks' Armor Class.
As for your other point: You can't take Weapon Focus 5 times, and it's more limited (only works with one weapon each time), so the AC bonus is already broader and more potent than the attack bonus you could get from feats or something. At 9th-level a +5 AC is pretty handy, though considering what you give up (armor and shield) it's not that good; but that's what high Dexterity, Bracers of Armor (or an ally's Mage Armor spell), and stuff are for.
Arkhandus said:As for your other point: You can't take Weapon Focus 5 times, and it's more limited (only works with one weapon each time), so the AC bonus is already broader and more potent than the attack bonus you could get from feats or something. At 9th-level a +5 AC is pretty handy, though considering what you give up (armor and shield) it's not that good; but that's what high Dexterity, Bracers of Armor (or an ally's Mage Armor spell), and stuff are for.
Flynn said:Starting Features
In addition to the two feats all characters get at 1st character level (one feat if non-human), a Fighter begins play with four (4) Weapon Group Proficiency feats, Armor Proficiency (light, medium and heavy), Shield Proficiency and one Fighter bonus feat.
Note On Multiclassing: A character that chooses Fighter as a multiclass after first character level does not receive these starting features.
Bagpuss said:Erm is it me or does this seem much better than Leadership. If you have a half decent Charisma (and if you take this talent you can be sure they will have a decent Charisma).
Leadership restricts you cohort to your level-2, so a 8th level Fighter with Cha 14 would have a 6th level Cohort, and 5 1st level followers.
With this a Cha 14 an 8th level Fighter character would have a fighting force of EL Level+2, so EL 10, he could effectively have four CR 6 allies, or one CR 10 one or six CR 5, etc.
If he had focused more on Cha he could easily field a force of allies of higher level than the rest of the party put together.